/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../../utils/Class'); var CurveRender = require('./CurveRender'); var Earcut = require('../../../geom/polygon/Earcut'); var Rectangle = require('../../../geom/rectangle/Rectangle'); var Shape = require('../Shape'); /** * @classdesc * * @class Curve * @extends Phaser.GameObjects.Shape * @memberOf Phaser.GameObjects * @constructor * @since 3.13.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {Phaser.Curves.Curve} [curve] - The Curve object to use to create the Shape. * @param {number} [fillColor] - The color the curve will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the curve will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. */ var Curve = new Class({ Extends: Shape, Mixins: [ CurveRender ], initialize: function Curve (scene, x, y, curve, fillColor, fillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } Shape.call(this, scene, 'Curve', curve); /** * Private internal value. * The number of points used to draw the curve. Higher values create smoother renders at the cost of more triangles being drawn. * * @name Phaser.GameObjects.Curve#_smoothness * @type {integer} * @private * @since 3.13.0 */ this._smoothness = 32; /** * Private internal value. * The Curve bounds rectangle. * * @name Phaser.GameObjects.Curve#_curveBounds * @type {Phaser.Geom.Rectangle} * @private * @since 3.13.0 */ this._curveBounds = new Rectangle(); this.closePath = false; this.setPosition(x, y); if (fillColor !== undefined) { this.setFillStyle(fillColor, fillAlpha); } this.updateData(); }, /** * The smoothness of the curve. The number of points used when rendering it. * Increase this value for smoother curves, at the cost of more polygons being rendered. * * @name Phaser.GameObjects.Curve#smoothness * @type {integer} * @default 32 * @since 3.13.0 */ smoothness: { get: function () { return this._smoothness; }, set: function (value) { this._smoothness = value; this.updateData(); } }, /** * Sets the smoothness of the curve. The number of points used when rendering it. * Increase this value for smoother curves, at the cost of more polygons being rendered. * This call can be chained. * * @method Phaser.GameObjects.Curve#setSmoothness * @since 3.13.0 * * @param {integer} value - The value to set the smoothness to. * * @return {this} This Game Object instance. */ setSmoothness: function (value) { this._smoothness = value; return this.updateData(); }, /** * Internal method that updates the data and path values. * * @method Phaser.GameObjects.Curve#updateData * @private * @since 3.13.0 * * @return {this} This Game Object instance. */ updateData: function () { var bounds = this._curveBounds; var smoothness = this._smoothness; // Update the bounds in case the underlying data has changed this.data.getBounds(bounds, smoothness); this.setSize(bounds.width, bounds.height); this.updateDisplayOrigin(); var path = []; var points = this.data.getPoints(smoothness); for (var i = 0; i < points.length; i++) { path.push(points[i].x, points[i].y); } path.push(points[0].x, points[0].y); this.pathIndexes = Earcut(path); this.pathData = path; return this; } }); module.exports = Curve;